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Implementation of Scrum in the manufacture of non-invasive blood sugar detection devices using PPG signals Kanza, Rafly Arief; Febrianti, Erita Cicilia; Afifah, Izza Nur; Maulana, Rifqi Affan; Fariza, Arna; Rante, Hestiasari
International Journal of Applied Sciences and Smart Technologies Volume 06, Issue 1, June 2024
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/ijasst.v6i1.7719

Abstract

This study presents the effective integration of Scrum methodology in the production process of non-invasive blood sugar testing devices using Photoplethysmography (PPG) signals. During three months, a team consisting of a Product Owner, Scrum Master, and Developer Team successfully utilized Scrum's agile structure to manage the challenges of PPG signal processing, hardware integration, and software development. The repeated sprint cycles enabled swift adjustment to new obstacles and stakeholder input, guaranteeing both effectiveness and agility in the development process. The dynamic approach facilitated both the punctual delivery of complex medical equipment and the cultivation of a culture focused on ongoing enhancement, establishing a model for the future use of agile approaches in healthcare technology. The successful implementation highlights the effectiveness of Scrum in managing the complexities of medical device development. It provides a model for improving non-invasive blood sugar detection devices and establishes agile methodologies as a key driver of innovation in healthcare technology.
Preliminary Development of Vircadia Virtual Reality Platform for Monitoring Water Quality Powered by Solar Panels Rante, Hestiasari; Achmad, Zacky Maulana; Suaib, Norhaida Mohd; Prasetya, Sonki; Avianto, Tiyo; Hermanu, Adhi Indra; Alfarezi, Fitratama; Wijaya, Ray Yusra
JOIV : International Journal on Informatics Visualization Vol 8, No 3-2 (2024): IT for Global Goals: Building a Sustainable Tomorrow
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3-2.3188

Abstract

Climate change is a global issue that significantly challenges water resources, especially in regions with limited public awareness about water conservation. It manifests through rising global temperatures, shifting weather patterns, more frequent and intense natural disasters, and instability in water availability. These problems are worsened by low public awareness and the reliance on steam power plants for water pumps. Addressing these challenges requires educational media that raises awareness about the causes and impacts of climate change. This study introduces the early development of a Virtual Reality (VR) platform utilizing Vircadia, focused on creating a 3D world and monitoring water quality with the support of solar power. Vircadia, an open-source platform, offers developers the flexibility to build and host virtual worlds on their servers, providing greater control over the environment, scalability, and customization. With Vircadia, we can rapidly implement a VR platform that integrates custom assets from Blender and personalized avatars from Ready Player Me. Vircadia can seamlessly connect to IoT platforms via weblink, allowing for real-time monitoring of water quality parameters and enabling users to interact directly with and oversee IoT devices within the VR environment. This paper discusses why we chose Ready Player Me and Blender as platforms for building 3D avatars and assets, and Vircadia as the VR Platform. Additionally, it addresses challenges encountered when using Vircadia, such as asset optimization and IoT device integration. Future research will focus on optimizing asset quality, enhancing IoT integration, and implementing carbon emissions monitoring within the VR platform.
Evaluating Mixed Reality Technology for Enhancing Art Pedagogy Hanifati, Kirana; Sukaridhoto, Sritrusta; Rante, Hestiasari
JOIV : International Journal on Informatics Visualization Vol 8, No 3 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3.2409

Abstract

The lack of interest among students in studying art, particularly the traditional Indonesian art form of batik, poses a significant challenge for educational institutions. Despite its cultural significance, the education sector lacks effective strategies to introduce and enhance students' interest in batik within the art curriculum. Several consequences can arise if the education sector fails to implement strategic measures to address this issue promptly. This could lead to a gradual erosion of cultural heritage and a loss of artistic traditions passed down through generations, and students may miss out on valuable opportunities for self-expression and cultural exploration. This study addresses this issue by leveraging mixed reality and gamification in a batik creation application. This innovative approach not only enhances the pedagogy of art education but also aims to revive cultural interest. The study employs Software Testing and PIECES to evaluate user experiences, emphasizing user comfort and smooth interactions. By assessing the application with tools like Unity Profiler and Hololens 2 performance testing, the study ensures an optimal user experience, contributing to the broader goal of preserving Indonesia's cultural heritage through innovative and accessible educational solutions. The results fall within the range of 4.04 to 4.24, categorizing user satisfaction as "satisfied" and the application running at an optimal 60 frames per second (FPS). This implies that users responded positively to the application, indicating that implementing mixed reality technology in batik learning provides a satisfying experience.